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https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-05 11:35:05 +08:00
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5 Commits
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continuous
| Author | SHA1 | Date | |
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59b96b81ba | ||
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4c15cceb32 | ||
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3e4c5beb25 | ||
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f84d865f4a | ||
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2465782a3e |
@@ -92,6 +92,11 @@ static char *pfnParseFileSafe( char *data, char *buf, const int size, unsigned i
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return COM_ParseFileSafe( data, buf, size, flags, len, NULL );
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}
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static void GAME_EXPORT pfnSetCustomClientID( const char *id )
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{
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// deprecated
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}
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static const mobile_engfuncs_t gMobileEngfuncs =
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{
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MOBILITY_API_VERSION,
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@@ -106,7 +111,7 @@ static const mobile_engfuncs_t gMobileEngfuncs =
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pfnDrawScaledCharacter,
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Sys_Warn,
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Sys_GetNativeObject,
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ID_SetCustomClientID,
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pfnSetCustomClientID,
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pfnParseFileSafe
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};
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@@ -83,7 +83,10 @@ static void CL_ParseNewMovevars( sizebuf_t *msg )
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R_SetupSky( clgame.movevars.skyName );
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clgame.oldmovevars = clgame.movevars;
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clgame.entities->curstate.scale = clgame.movevars.waveHeight;
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// FIXME: set world wave height when entities will be allocated
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if( clgame.entities )
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clgame.entities->curstate.scale = clgame.movevars.waveHeight;
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// keep features an actual!
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clgame.oldmovevars.features = clgame.movevars.features = host.features;
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@@ -1215,7 +1215,6 @@ void OSK_Draw( void );
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//
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void ID_Init( void );
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const char *ID_GetMD5( void );
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void GAME_EXPORT ID_SetCustomClientID( const char *id );
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extern rgba_t g_color_table[8];
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extern triangleapi_t gTriApi;
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@@ -19,8 +19,8 @@ GNU General Public License for more details.
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#if !XASH_WIN32
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#include <dirent.h>
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#endif
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static char id_md5[33];
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static char id_customid[MAX_STRING];
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/*
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==========================================================
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@@ -590,25 +590,9 @@ static void ID_Check( void )
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const char *ID_GetMD5( void )
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{
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if( id_customid[0] )
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return id_customid;
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return id_md5;
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}
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/*
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===============
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ID_SetCustomClientID
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===============
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*/
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void GAME_EXPORT ID_SetCustomClientID( const char *id )
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{
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if( !id )
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return;
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Q_strncpy( id_customid, id, sizeof( id_customid ) );
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}
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void ID_Init( void )
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{
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MD5Context_t hash = { 0 };
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@@ -33,6 +33,12 @@ static struct
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} cursors;
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#endif
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static struct
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{
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int x, y;
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qboolean pushed;
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} in_visible_cursor_pos;
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/*
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=============
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Platform_GetMousePos
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@@ -203,11 +209,6 @@ void Platform_SetCursorType( VGUI_DefaultCursor type )
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{
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qboolean visible;
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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if( !cursors.initialized )
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return;
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#endif
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switch( type )
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{
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case dc_user:
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@@ -229,11 +230,28 @@ void Platform_SetCursorType( VGUI_DefaultCursor type )
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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if( host.mouse_visible )
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{
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SDL_SetCursor( cursors.cursors[type] );
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if( cursors.initialized )
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SDL_SetCursor( cursors.cursors[type] );
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SDL_ShowCursor( true );
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// restore the last mouse position
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if( in_visible_cursor_pos.pushed )
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{
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SDL_WarpMouseInWindow( host.hWnd, in_visible_cursor_pos.x, in_visible_cursor_pos.y );
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in_visible_cursor_pos.pushed = false;
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}
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}
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else
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{
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// save last mouse position and warp it to the center
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if( !in_visible_cursor_pos.pushed )
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{
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SDL_GetMouseState( &in_visible_cursor_pos.x, &in_visible_cursor_pos.y );
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SDL_WarpMouseInWindow( host.hWnd, host.window_center_x, host.window_center_y );
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in_visible_cursor_pos.pushed = true;
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}
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SDL_ShowCursor( false );
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}
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#else
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@@ -84,7 +84,7 @@ qboolean Win32_NanoSleep( int nsec )
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if( !g_waitable_timer )
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return false;
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ts.QuadPart = { -nsec / 100 };
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ts.QuadPart = -nsec / 100;
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if( !SetWaitableTimer( g_waitable_timer, &ts, 0, NULL, NULL, FALSE ))
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{
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@@ -816,7 +816,7 @@ static void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, ms
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R_StudioCalcBoneAdj( dadt, adj, e->curstate.controller, e->latched.prevcontroller, e->mouth.mouthopen );
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for( i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++ )
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R_StudioCalcBones( frame, s, pbone, panim, adj, q[i], pos[i] );
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R_StudioCalcBones( frame, s, pbone, panim, adj, pos[i], q[i] );
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if( pseqdesc->motiontype & STUDIO_X ) pos[pseqdesc->motionbone][0] = 0.0f;
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if( pseqdesc->motiontype & STUDIO_Y ) pos[pseqdesc->motionbone][1] = 0.0f;
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@@ -835,7 +835,7 @@ static void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, ms
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R_StudioCalcBoneAdj( dadt, adj, e->curstate.controller, e->latched.prevcontroller, e->mouth.mouthopen );
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for( i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++ )
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R_StudioCalcBones( frame, s, pbone, panim, adj, q[i], pos[i] );
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R_StudioCalcBones( frame, s, pbone, panim, adj, pos[i], q[i] );
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if( pseqdesc->motiontype & STUDIO_X )
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pos[pseqdesc->motionbone][0] = 0.0f;
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